Quick Question: ship onretire field

I was just wondering, does the onretire trigger the onsell fields for all outfits in a ship?

On the same token, does the onbuy field trigger the onbuy fields for all outfits stock in a ship?

For example, if you purchased a shuttle and Light Blaster (128) had an onbuy field of "b0001", would buying a shuttle set b0001?

And if you sold that shuttle and Light Blaster (128) had an onsell field of "!b0001", would selling the shuttle cause b0001 to deactivate?

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

I believe that those feilds on buy/retire are more to set a condition. Example; when you purchase an IDA Frigate on buy is set for bit 8888 which allows for heavier pirate ships to become your opponants. When you sell the ship then that is set !b8888 which cancles that condition.

So basically you can set a mission bit condition in those feilds that sets up a controlled condition.

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As Tiresmoke said, it shouldn't have anything to do with the OnRetire fields. However, I'll have to see if outfit's onsell fields are evaluated when a ship is sold... Good question!

~ SpacePIrate

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Eat blazing electric death!

No. The outfit's OnSell fields are NOT calculated when the ship is retired. That is one of the big advantages of the Contribute and Require fields- an outfit which sets NCBs is doomed to being messed up- NEVER put b100 in the OnPurchase and !b100 in the OnSell and expect it to work. I think this was one of Nova's biggest oversights.

Also, the OnPurchase fields of default outfits are not evaluated when the ship is bought, nor is it evaluated when you use Gxxx (or Dxxx). However, if you Gxxx an item, you can put the outfit's OnPurchase field after the Gxxx and there's no difference.

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~Charlie
Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)

Quote

Originally posted by Masamune:
**Also, the OnPurchase fields of default outfits are not evaluated when the ship is bought, nor is it evaluated when you use Gxxx (or Dxxx). However, if you Gxxx an item, you can put the outfit's OnPurchase field after the Gxxx and there's no difference.

**

So outfit's OnPurchase fields ARE NOT evaluated after a Gxxx? This is most unfortunate. I was planning on using that field quite a bit, but oh well. :frown: Perhaps we could get this to be classified as a bug? Or was it done this way on purpose?

~ SpacePirate

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Quote

Originally posted by SpacePirate:

So outfit's OnPurchase fields ARE NOT evaluated after a Gxxx? This is most unfortunate. I was planning on using that field quite a bit, but oh well.

Just copy and paste the OnPurchase field right after the Gxxx.

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"Nothing is impossible with crons and submunitions."
-me

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Originally posted by PBoat101:
**Just copy and paste the OnPurchase field right after the Gxxx.

**

That would work in some cases, but you must remember that not all outfits are given to the player to start with- most are purchased separately. 😉

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Sorry for the ackward wording in my explaination. I am still learning to deal with stuff like this myself.

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(This message has been edited by Tiresmoke (edited 01-06-2004).)

Quote

Originally posted by Masamune:
**No. The outfit's OnSell fields are NOT calculated when the ship is retired. That is one of the big advantages of the Contribute and Require fields- an outfit which sets NCBs is doomed to being messed up- NEVER put b100 in the OnPurchase and !b100 in the OnSell and expect it to work. I think this was one of Nova's biggest oversights.

**

Can one use an Sxxx in the on-retire of all ships to start a mission that makes all the bits used for that sort of thing dissapear, and put the bits that do need to be set in the ship's on purchace field?
-Az

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Quote

Originally posted by Azratax2:
**Can one use an Sxxx in the on-retire of all ships to start a mission that makes all the bits used for that sort of thing dissapear, and put the bits that do need to be set in the ship's on purchace field?
-Az

**

I don't see why not. Unfortunately, it's a workaround and would take some careful planning. Same goes with the Gxxx problem- you can simply put the outfits OnPurchase bit string after the Gxxx, but it takes planning. With Gxxx, though, you always know exactly what outfit you're giving the player, which is a good thing, so as long as you remember to do this, it shouldn't be a problem (and remember to keep the mission/whatever's bit string in sync with the outfit 😉 )

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~Charlie
Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)

While I'm asking questions anyway...:

Why don't submunitions link? I.E. Weapon 1 subs into Weapon 2, Weapon 2 subs into Weapon 3, Weapon 3 subs into Weapon 4, Weapon 4 subs into Weapon 5, Weapon 5 subs into Weapon 1.

I've tried this and it doesn't work.

Any person with half a brain would deduce that it works from reading the Nova Bible on weapons, yet it never says anything that says this is impossible.

As a matter of fact, it makes perfect sense.

It doesn't make any sense to have weapons only link from Weapon 1 to Weapon 2 or Weapon 1 to Weapon 1.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

Does the chain stop at weapon 5 or not start at all? If the former, then maybe you need to fix the sublimit field. If the latter, I have no clue.

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Quote

Originally posted by SpacePirate:

That would work in some cases, but you must remember that not all outfits are given to the player to start with- most are purchased separately.

😕 I don't see how that's relevent. What exactly are you trying to do?

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"Nothing is impossible with crons and submunitions."
-me

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Originally posted by PBoat101:
**😕 I don't see how that's relevent. What exactly are you trying to do?

**

Sorry, I misunderstood your comment... I thought you meant a ship's onpurchase field. :? It was also partially due to bad wording on my part.

I meant to have an oütf resource set a bit in its OnPurchase field, and remove it when it is sold. However, if the ship is sold, the oütf's OnSell fields are not evaluated, leaving that bit set. This will have drastic consequences, and I believe it should be declared a bug.

Sorry for the confusion,
~ SpacePirate

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Eat blazing electric death!

I believe that this (what we're trying to do, i.e. having bNNNN activated if and only if you have one of a certain outfit) isn't the goal of the OnBuy/OnSell fields: its first use back in EVO 1.0.2 was to have a mission that would trigger itself if you ever bought Voinian space mines, mission that would clear the offending bit once done; besides it would only works for outfits that you can have only one of it, if you can have more than one you could sell one and it would clear it. A possible solution would be to make the outfit have a bit in its contribute field (which is what should be used to check for the presence or not of an outfit) and have a crön that just checks for the bit the outfit contributes in in its require field, that lasts 1 day, (0 to preholdon and preholdoff durations), sets bNNNN on activation and clears bNNNN on end. Wouldn't that work? Can't test it now.

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Do crons have contribute/require? If so, that could work, but I will also need to have another cron that clears that bit. Another idea would be to use an Oxxx operator, I guess.

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(This message has been edited by SpacePirate (edited 01-08-2004).)

Quote

Originally posted by SpacePirate:
Do crons have contribute/require? If so, that could work, but I will also need to have another cron that clears that bit. Another idea would be to use an Oxxx operator, I guess.

Crons have contribute/require.

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(url="http://"http://homepage.mac.com/jonathanboyd/evn/index.html")Classic4Nova plug-in(/url)

Aprosenf:

I tried linking missiles in an attempt to make a varying damage plugin. I had heard that this didn't work, but I had to try it for myself anyway.

I made 10 hellhound missile weapons resources, linked one to another, gave them short counts and loaded it (with two outfits, descs and pictures to shut up the debuglog) into Nova.

When fired, the first missile subed into the second (the count was so short (1) that I couldn't see anything other than two distinct explosions), but the second failed to sub into anything else. What I was trying to do was make it so that the weapons continuously cycled into the next one so that it was impossible to predict which weapon would hit the enemy.

Then Nova stopped working (wouldn't get past the ATMOS screen during launch) if I had the plugin in the plugins folder.

It didn't work, obviously, so I did it again with radar missiles to double check my filling in of the weapons fields.

This plugin caused Nova not to load as well.

I have not been able to test a cycling submunitioning system like the first one since Nova started rejecting my "linked missile" type plugins.

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When viewing a Terrapin for the first time, I realized that anything flies-if you throw it hard enough!

Quote

Originally posted by Zzap212:
**Then Nova stopped working (wouldn't get past the ATMOS screen during launch) if I had the plugin in the plugins folder.

It didn't work, obviously, so I did it again with radar missiles to double check my filling in of the weapons fields.

This plugin caused Nova not to load as well.**

Could you post a debug log? We might be able to work out why it won't start from that. Or post the plug somewhere so we check.

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Quote

Originally posted by Jonathan Boyd:
Crons have contribute/require.

(/B)

Excellent. Thanks for the info. 🙂

Quote

Originally posted by Zzap212:
**I have not been able to test a cycling submunitioning system like the first one since Nova started rejecting my "linked missile" type plugins.

**

Ooh, that sucks... I guess there goes my idea for animating weapons. However, I do remember someone saying they had something similar work... I'll play with it later.

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Eat blazing electric death!